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Play online, work better? Examining the spillover of active learning and transformational leadership

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  • Xanthopoulou, Despoina
  • Papagiannidis, Savvas

Abstract

In this 1-month, longitudinal study we examined how participating in massively multiplayer online role-playing games affects users’ real-life employment. For 79 employees, we tested spillover effects from gaming to work in relation to active learning and transformational leadership. Furthermore, we investigated the moderating role of game performance in these spillover effects. Results of hierarchical regression analyses showed that active learning spills over from game to work only under conditions of enhanced game performance, while bad performance reduces this effect. Furthermore, results supported the direct spillover of transformational leadership, as well as the boosting effect of high game performance in this spillover effect. These results provide further insights with regard to spillover processes, and suggest that virtual games may be of relevance for the development of new organizational training techniques.

Suggested Citation

  • Xanthopoulou, Despoina & Papagiannidis, Savvas, 2012. "Play online, work better? Examining the spillover of active learning and transformational leadership," Technological Forecasting and Social Change, Elsevier, vol. 79(7), pages 1328-1339.
  • Handle: RePEc:eee:tefoso:v:79:y:2012:i:7:p:1328-1339
    DOI: 10.1016/j.techfore.2012.03.006
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    Citations

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    Cited by:

    1. Liu, Chuang-Chun, 2016. "Understanding player behavior in online games: The role of gender," Technological Forecasting and Social Change, Elsevier, vol. 111(C), pages 265-274.
    2. Maresch, Daniela & Harms, Rainer & Kailer, Norbert & Wimmer-Wurm, Birgit, 2016. "The impact of entrepreneurship education on the entrepreneurial intention of students in science and engineering versus business studies university programs," Technological Forecasting and Social Change, Elsevier, vol. 104(C), pages 172-179.
    3. Barnes, Stuart J. & Pressey, Andrew D., 2014. "Caught in the Web? Addictive behavior in cyberspace and the role of goal-orientation," Technological Forecasting and Social Change, Elsevier, vol. 86(C), pages 93-109.
    4. Şengün, Sercan & Santos, Joao M. & Salminen, Joni & Jung, Soon-gyo & Jansen, Bernard J., 2022. "Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
    5. Manika, Danae & Antonetti, Paolo & Papagiannidis, Savvas & Guo, Xiaojing, 2021. "How Pride Triggered by Pro-environmental Technology Adoption Spills Over into Conservation Behaviours: A Social Business Application," Technological Forecasting and Social Change, Elsevier, vol. 172(C).

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